There's an element to PS2's "simplification" that isn't about attracting casuals - PlanetSide Universe
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Old 2012-06-08, 06:22 PM   [Ignore Me] #13
wraithverge
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Re: There's an element to PS2's "simplification" that isn't about attracting casuals


Originally Posted by WorldOfForms View Post
Yes, I remember, but the number on launch was bigger than what we have now:

PS2

Liberator
MBTs
Heavy Air Cav
Sunderer
Galaxy
Lightning
Quad

PS1
Reaver
Mosquito
MBTs
Sundy
Gal
Buggies
Deliverers
Lightning
Quads
ANT
AMS
Did I miss something?

I know that part of the reduced number is reducing redundancy, but clearly another element is less dev time modeling and designing separate assets.
uhh... I think you have it wrong, no offense meant, but there is a flaw in your logic. I'll do a quick comparison just on the air cav vehicles.

PS1
Reaver
Mosquito


PS2
main air, versions which can be effectively new vehicles, standard anti air, loadout front gun, anti ground rockets.

Now each of these combinations is a new type of air cav compared to ps1.

nose: anti air, anti ground, anti infantry, 3
pods: anti air, anti ground, anti infantry, 3
Additions confirmed: ejection seat one, ejection seat two, chaff/flares, regen kit, 4.

this leaves 3*3*4 different combinations with no repeats. So effectively ps2 has 28 different air cav alone, while ps1 had two.

Main argument against this: ps1 had different stats.
This is invalidated by the theory that get enough certs and you can unlock stats modifiers, this is confirmed on the lightning, and most likely true for air cav as well.

wasp = slightly faster mosquito with better turns, AA nose cannon, AA missiles less armor.

take main air, AA nose, AA pods, add bail, stat spec, +speed/-armor mod. I believe we have a wasp.

Theoretically, there are infinitely more vehicles in ps2 then ps1, they all just have almost the exact same texture.
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